Apoc10eManual
Apoc10eManual
Apocalypse
10th edition field manual
v0.2b
TABLE OF CONTENTS
THE RULES OF ENGAGEMENT............................................................................. 3
THE TURN .............................................................................................................. 4
1. INITIATIVE PHASE ........................................................................................................... 4
2. ORDERS PHASE ................................................................................................................. 4
3. ACTIONS PHASE ............................................................................................................... 5
4. DAMAGE PHASE................................................................................................................ 7
TERRAIN FEATURES ............................................................................................. 8
MARKERS................................................................................................................ 9
DATASHEETS.........................................................................................................10
FACTION ABILITIES..............................................................................................11
DETACHMENT EXAMPLES ..................................................................................13
THE RULES OF ENGAGEMENT
MISSIONS
Before fighting a battle, you must pick a mission. The mission will tell
you how to create your battlefield, how to select and deploy your When you use a Stratagem, reduce your CP total by the amount listed
armies, any special rules that apply, and (most importantly!) what on that Stratagem. If you do not have enough CP for a specific
you need to do to win. Stratagem, you cannot use it. You can use the same Stratagem
multiple times during a battle, and stratagems can be used multiple
UNITS times in the same turn, but the cost increases by 1 for each use.
Models move and fight in units. A unit can have one or more models
from a single datasheet (see below). Models and units from the same THE BATTLEFIELD
army are said to be friendly in relation to each other. Models and The size of your battlefield should commensurate with the size of the
units from your opponent’s army are referred to as enemy models armies you are using. A good measure of the size of the army is its
and units. If a rule affects ‘models’ or ‘units’ without specifying that Power Level. As a rough guide, we suggest consulting the table below
they are friendly or enemy, that rule affects all models or all units, to give you an idea of how big a battlefield you will need, and
regardless of whose army they are in. approximately how long such a battle should take, based on the
combined power of all the models used in the battle (so the combined
KEYWORDS Power Level of both your and your opponent’s armies).
All datasheets have a list of keywords, separated into Faction
keywords and other keywords. Faction keywords can be used to help TOTAL POWER BATTLEFIELD BATTLE LENGTH
you decide which models to include in your army, but otherwise both LEVEL SIZE
sets of keywords are functionally the same. In either case, keywords 300-450 6’ by 6’ Up to 3 hours
appear in KEYWORD BOLD. Keywords are sometimes linked to (or 451-600 6’ by 8’ Up to 4 hours
‘tagged’ by) a rule. For example, a rule might say that it applies 601-750 6’ by 10’ Up to 5 hours
to INFANTRY units. This means it only applies to units that have
751-900 6’ by 12’ Up to 6 hours
the INFANTRY keyword on their datasheet. The pluralisation (or
otherwise) of keywords does not affect which units the rule in Etc. Etc. Etc.
question applies to.
NOMINATING COMMANDERS
ENGAGEMENT RANGE When a detachment is created, each player must nominate one unit in
Engagement Range represents the zone of threat that models present each of their Detachments to lead it as its Commander. This must be
to their enemies. While a model is within 1" horizontally and 5" the unit with the best Leadership characteristic in the Detachment. If
vertically of an enemy model, those models – and their units – are two or more units are tied, you can choose which among them is the
within Engagement Range of each other. Detachment’s Commander.
2. ORDERS PHASE
2. ORDERS PHASE Mark Out of Command units, set up reinforcements, and
issue orders to Detachments.
The Orders phase is split into four steps. First the players mark any units
that are Out of Command, then they set up their reinforcements, and then
they issue orders to their detachments. The Orders phase then ends and the 3. ACTION PHASE
Action phase begins. Move, shoot, and fight with detachments
B) SET UP REINFORCEMENTS
Players can select one or more of their Tactical Reserves units and declare
ENGINES OF WAR
SUPER-HEAVY units in a Detachment carrying out an
they will arrive as reinforcements this phase, then set them up on the
Aimed Fire or Advance order can make one Shoot action
battlefield. If both teams have Tactical Reserves units to set up, alternate
and one Fight action (instead of only being able to do one
starting with the team with Initiative.
of these.) All other rules for that order still apply.
Setting up Tactical Reserves unit is not considered a move for the unit, and
it can still make actions as normal during the turn it arrives as
reinforcements.
NO ORDERS
If you forget to place an order marker next to a
Any Tactical Reserves unit that has not arrived by the 4 turn counts as
th Detachment in the Orders phase, it cannot carry out an
having been destroyed. Order in the subsequent Action phase. It is considered
good sportsmanship to remind your opponent to place an
order next to any Detachments they make have
C) ISSUE ORDERS overlooked.
Players simultaneously issue secret orders to each of their Detachments,
placing the appropriate order face down next to that Detachment’s
Commander. Note that a Detachment cannot be issued an order whilst its
commander is in Tactical Reserves. The order issued to each Detachment
will determine what actions the units in that detachment can make in this
turn’s Action phase. Once all orders have been issued, the players flip over
their order markers to reveal the order each Detachment will carry out
Advance – When a Detachment carries out this order, each unit in that Detachment can make one Move action.
After all units in that Detachment that you want to make a Move action have done so, each unit can then make
either one Shoot action or one Fight action
Aimed Fire – When a Detachment carries out this order, each unit in that Detachment can either make one Shoot
action or one Fight action. In either case, whilst making this action, add 1 to hit rolls for attacks made with Ranged
weapons, and subtract 1 from hit rolls for attacks made with Melee weapons.
Assault – When a Detachment carries out this order, each unit in that Detachment can make one Move action –
double each unit’s Move characteristic whilst doing so. After all units in that Detachment that you want to make a
Move action have done so, each unit can then make one Fight action.
The actions that can be made this
phase are:
3. ACTIONS PHASE MOVE ACTION
Starting with the player who has initiative, the action. When all units have made the first action,
players alternate selecting a Detachment from each unit in that Detachment can, in an order of The unit moves across the
their army and carrying out its order. A player your choosing, make that order’s second action battlefield
cannot ‘pass’. (if any). When all of a Detachment’s actions have
been made, the order has been carried out and
When a Detachment carries out its order, each you remove its order marker. SHOOT ACTION
unit will make one or more actions. The actions The unit attacks with its ranged
they will make and the sequence in which they If all of a player’s Detachments have carried out weapons
are made are dictated by the order marker next their orders with the remainder of their
to that Detachment’s Commander as described Detachments, one at a time, as described above.
on the previous page. When a Detachment carries
out its order, each unit in that Detachment, in an
Once all Detachments have carried out their
orders, the Action phase ends and the Damage
FIGHT ACTION
The unit attacks with its melee
order of your choosing makes that order’s first phase begins, weapons.
If, at the end of any Move action, a unit that has can FLY.
MOVE ACTION an Out of Command marker next to it is now
PILE IN
Start your Movement phase by selecting one unit within 12” of its Detachment’s Commander,
from your army that is on the battlefield to move: remove that unit’s Out of Command marker If a unit Piles In, you can move each model in the
unit up to 3”. Each model must finish this move at
least as near to the closest enemy model as it
• Unless that unit is REMAIN STATIONARY was at the start of the move.
within Engagement Range of any enemy
If a unit Remains Stationary, none of its models
models, it can make a Normal move,
can be moved for the rest of the phase.
or Remain Stationary. ENGAGEMENT RANGE
• If that unit is within Engagement Range Engagement Range represents the zone of threat
of any enemy models, it can either NORMAL MOVES that models present to their enemies. While a
Remain Stationary, Pile In, or Fall Back. When a unit makes a Normal move, each model model from a unit is within 1" horizontally and 5"
in that unit can move a distance in inches less vertically of an enemy model, those models – and
Whenever you move a model, you can pivot it than or equal to its Move (M) characteristic. their units – are within Engagement Range of
and/or change its position on the battlefield Models can be moved within Engagement Range each other.
along any path, but no part of its base can be of any enemy models during a Normal Move.
moved across an enemy model or cross the edge
of the battlefield. It can be moved over friendly FLYING
models as if they were not there if you wish, but FALL BACK If a unit’s datasheet has the FLY keyword, its
it cannot end its move on top of another model. When a unit Falls Back, each model in that unit models can move across models and terrain
The only exception to this is when can make a Fall Back move by moving a distance features as if they were not there when making a
moving MONSTER or VEHICLE models; such in inches less than or equal to its Move Move action (they cannot end a Move action on
models cannot be moved over other friendly characteristic, and when doing so you can move top of another model). Any vertical distance is
MONSTER or VEHICLE models and must be it within Engagement Range of enemy models, ignored when moving such models.
moved around them instead. The distance a provided it does not end that move within
model moves is measured using the part of its Engagement Range of any enemy models – if this
base that moves furthest along its path. If a is not possible, that unit cannot Fall Back.
model does not have a base, measure using A unit cannot shoot or declare a charge in the
whichever part of that model moves the furthest. same turn that it Fell Back unless it is TITANIC or
TRANSPORTS
Some models have the TRANSPORT keyword. The following rules describe how units can embark within and disembark from such
models, and how they are used to move these passengers across the battlefield
Embark
• A unit can embark within a friendly TRANSPORT if all of its models end a Normal or Fall Back move wholly within 6" of
that TRANSPORT.
• If a unit has any blast markers next to it when it wishes to embark, you must resolve damage for that unit as if it were the
Damage phase.
• A unit cannot embark and disembark in the same phase.
DISEMBARK
• Units that start the turn embarked within a TRANSPORT can disembark this phase with a Move action, provided
their TRANSPORT has not Fallen Back.
• If a unit disembarks before its TRANSPORT moves, it does so as a free Move action and can thus act normally.
• If a unit disembarks after its TRANSPORT moves, it uses the unit’s entire Move action, but can otherwise act normally.
• Disembarking units must be set up wholly within 6" of their TRANSPORT and not within Engagement Range of any enemy
models (or the unit cannot disembark).
• If an embarked unit’s Detachment is carrying out an Aimed Fire order, they cannot make a Move action, and so cannot
disembark if the transport has already moved.
SHOOT ACTION If a unit has more than one ranged weapon, it can shoot all of them at the
Each time you make a Shoot action with a unit, that unit shoots with all of same target, or it can split the weapons between different enemy units.
the ranged weapons it is equipped with, one at a time. The ranged weapons Declare which weapon will target which unit before any dice are rolled, and
a unit is equipped with are described on its datasheet. resolve all of the attacks against one target before moving onto the next.
Units cannot target enemy units that are in base contact with any units from OBSCURED TARGETS
your army— the risk of hitting your own troops is too great. This does not Target units can be obscured because of a number of reasons, most
apply when targeting BUILDINGS, AIRCRAFT, SUPER-HEAVY units or units commonly because they have a special ability, or because they are sheltering
that are garrisoning a Defensible Terrain feature — these are either so big behind or within a terrain feature such as an Obstacle or a Defensible
or so high that you can always target such a unit even if it is in base contact Terrain feature.
with any units from your army. In addition, this does not apply when
targeting enemy units that are only in base contact with AIRCRAFT, or Subtract I from hit rolls for attacks made with ranged Weapons when
enemy units only in base contact with Defensible Terrain features targeting an obscured target.
garrisoned by any units from your army.
If a unit has no viable targets (for example, because all enemy units are out
or range, none are visible, or the only ones that are in range and visible are
also in base contact with any units from your army) it cannot make a Shoot
action.
If a unit is equipped with more than one melee weapon, it can target the
same unit with all of them, or it can split the weapons between different
enemy units. Declare which weapon will target which unit before any dice
are rolled, and resolve all of the attacks against one target before moving to
the next.
MAKING ATTACKS
When a unit makes a Shoot or Fight action, it makes attacks with the weapons it is armed with. Attacks can be made one at a time, or, in some
cases, you can roll for multiple attacks together. The following sequence is used to make attacks one at a time:
1. HIT ROLL
Each time a unit makes an attack, make on hit roll for the attack by rolling on D6. If the result is equal to or greater than the attacking unit’s
Ballistic Skill (if making a Shoot action) or Weapon Skill (if making a Fight action), then that attack is successful and scores a hit on the target. If
not, the attack fails to hit and the attack sequence ends. An unmodified hit roll of 1 always fails and a 6 always succeeds.
Remember to subtract 1 from hit rolls when making attacks with a ranged weapon if the target is obscured
2. WOUND ROLL
If the attack scores a hit, you will then need to roll one D12 to see if the attack successfully wounds the target. If the result is equal to or greater
than the attacking weapon’s Strength Against Personnel (SAP) characteristic (if attacking a LIGHT unit) or its Strength Against Tanks (SAT)
characteristic (if attacking a HEAVY or SUPER-HEAVY unit), then the attack successfully wounds the target and you place a blast marker next to
it, as described below. IF not, the attack fails to wound and the sequence ends.
BLAST MARKERS
As units are attacked, they will accumulate blast markers. In the Damage phase, units that have any blast markers next to them are at risk of
suffering damage, and if they survive, will have to take Morale tests.
There are two kind of blast markers: small and large. When you are instructed to place one or more blast markers next to a unit, do so one at a
time, as follows:
• If there is no small blast marker next to that unit, place one small blast marker next to it.
• If a unit has a small blast marker next to it, replace that small blast marker with one large blast marker.
4. DAMAGE PHASE
In the Damage phase, starting with the player who has the Initiative, players alternate selecting a unit in their army that currently has any blast markers next
to it, and then resolving damage for it as described below. If any SUPER-HEAVY units have any blast markers next to them, damage must be resolved for
them before damage is resolved for any other units.
Each time a save is made for an Attached unit, that blast marker cannot be
allocated to a CHARACTER model in that unit, even if that CHARACTER
TAKING COMMAND
model has lost one or more wounds. As soon as the Bodyguard unit in an If the Commander of a Detachment from your army is
Attached unit has been destroyed, any blast markers on that unit that have destroyed during the battle, you immediately designate a
yet to be allocated can then be allocated to CHARACTER models in that unit. new commander and place a Commander marker next to
them. This must be chosen just as the NOMINATING
An unmodified saving throw of 1 always fails. COMMANDERS section. Note that the Detachment’s new
Commander does not become a Warlord, even if they are a
After making saving throws for each blast marker next to the unit, if the unit Character.
has not been destroyed, you will need to take a Morale test for that unit.
LEADERSHIP TESTS
Many abilities will call for a leadership test to be made. To
do so, roll one D6 and compare it to the best Leadership
characteristic in the unit. If the value is less than or equal
to that Leadership characteristic, the leadership test is
passed, otherwise it is failed.
Before the battle, you must agree with your opponent which of the terrain features for your battle fall into which category, and in the case of Defensible
Terrain, agree upon the footprint of these terrain features. Ihe footprint is the boundary of the terrain feature at ground level, and is essential to define so
that ranges can be accurately measured to and from that terrain feature. This is critical when units wish move into these terrain features and garrison them.
For some Defensible Terrain features, their footprint will be obvious, especially if the terrain feature has a base or some other well-defined boundary, but if
not, then agree with your opponent what the footprint is before the battle.
OBSTACLES
Obstacles include Imperial Statuary, Munitorum Armoured Crates, Barricades, Fuel Pipes and other battlefield debris. In addition to providing an obstacle to
movement as described in the movement rules. such terrain can physically block visibility to units. Obstacles cannot be chosen as the target of an attack.
DEFENSIBLE TERRAIN
Defensible Terrain includes Ruins, Woods, Battlescape, Craters and Sector Mechanicus terrain. In addition to providing an obstacle to movement, such
terrain can physically block visibility to units. Defensible Terrain features cannot be chosen as the target of an attack.
SWARM, INFANTRY and BEAST units can garrison Defensible Terrain features, and by doing so gain a measure of protection. The following rules describe
how these units can garrison and leave a Defensible Terrain feature, and how units function whilst they are garrisoning such a feature. A unit cannot both
garrison and leave Defensible Terrain in the same turn.
VEHICLES, MONSTERS, and SUPER-HEAVY are obscured targets if any part of the model is not visible to every part of the attacking model because of a
Defensible Terrain feature.
The range and visibility to or from a garrisoning unit is determined to or from the terrain feature instead (treat the unit's 'base' as being defined by that
terrain feature's footprint). A garrisoning unit can make Shoot and Fight actions, and be the target of attacks.
Units can still make a Shoot action if they are garrisoning Defensible Terrain and there are enemy units in base contact with the same terrain feature. Units
can target enemy units in base contact with Defensible terrain features even if friendly units are garrisoning that Defensible Terrain feature.
Units in base contact with a Defensible Terrain feature that is being garrisoned by enemy units can still target those units with ranged weapons when making
a Shoot action. In addition, units can target enemy units that are garrisoning Defensible Terrain even if there are friendly units in base contact with that
terrain feature.
COVER
If the unmodified saving throw made for a unit that is garrisoning a Defensible Terrain is 6+ that saving throw is successful, irrespective of the unit’s Save
characteristic.
MARKERS
The Warhammer 40,000: Apocalypse Starter set includes several different markers. These markers are placed next to units during the battle to indicate
different states. When a unit is destroyed, all of the markers next to it are removed. If a unit is removed from the battlefield for any other reason during the
battle, make a note of which markers (and how many) are next to that unit and then, when it is next set up on the battlefield, replace all of its markers next to
it.
DATASHEETS
Attacks (A)
This tells you how many dice are rolled when the unit uses this weapon. If a
weapon’s Attacks characteristic is ‘User’, it is equal to the unit’s current Designer’s Note:
Attacks characteristic. If the weapon lists a modifier such as ‘+1’ or ‘x2’ you Many units are described as being equipped with only one
should modify the unit’s current Attacks characteristic as shown to Small Arms weapons, even though the models that make up
determine the weapon’s Attacks. that unit may also be equipped with sidearms, grenades,
For example, if a weapon’s Attacks characteristic was ‘x2’ and the attacking and in some cases, specialized assault weapons. Rest
unit had an Attacks characteristic of 2, 4 attacks can be made with that assured that these weapon profiles take into account the
weapon. effect of these additional weapons
FACTION ABILITIES
Some Detachments' command benefits grant the units in that Detachment a Faction ability. The ability gained depends on the Faction keyword they share.
Note that no abilities are gained if the only shared Faction keyword is IMPEUIUM, CHAOS, or AELDARI.
Adepta Sororitas Martyrdom: The Sisters of Battle do not give in to despair when their leaders are slain. Instead, the blood of these
martyred heroes strengthens their resolve.
Each time an ADEPTA SORORITAS CHARACTER unit in this Detachment is destroyed, roll a D6 and add it to your
miracle dice pool. Before making a dice roll for a unit in with this ability, you can substitute that roll with a D6 from your
miracle dice pool.
Adeptus Astartes And They Shall Know No Fear: Blessed with adamantine will, the Space Marines of the Adeptus Astartes stand unafraid
before the greatest terrors of the galaxy.
Re-roll failed Morale tests taken for ADEPTUS ASTARTES units in this Detachment.
Adeptus Custodes Emperor's Chosen: The cellular alchemy that creates the warriors of the Adeptus Custodes leaves them forever touched by
a spark of the Emperor's own greatness.
ADEPTUS CUSTODES units in this Detachment do not suffer penalties for being critically damaged. Additionally, when a
unit is chosen to Fight, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] or [LETHAL HITS]
ability.
Adeptus Mechanicus Blessings of the Omnissiah: The disciples of the Machine God, augmented with bionics and esoteric force fields, are
further blessed with a measure of divine protection.
Re-roll saving throws of 1 made for ADEPTUS MECHANICUS units in this Detachment.
Adeptus Titanicus Titanic Support: Titans are colossal war machines that can turn the tide of battle, these massive war machines are
brought in support of their Imperium or Chaos forces.
You may pick one IMPERIUM or CHAOS detachment in your army, this model gains that faction rule.
Astra Militarum Voice of Command: A rigid chain of command ensures the massed ranks of the Imperial Guard obey their officers' orders
without question or hesitation.
ASTRA MILITARUM units in this Detachment can use the Leadership characteristic of their Commander instead of their
own. Additionally, for each officer in the detachment, one unit within 12” of an that officer in the same detachment unit
can be Ordered. Ordered units increase their Ballistic and Weapon skills by 1 until the end of the turn.
Asuryani Battle Focus: When the Asuryani don their war masks, they enter a battle trance and flow across the battlefield like
quicksilver, killing foes without breaking stride.
When carrying out an Assault order, after all units in this Detachment that you want to make a Move action have done
so, ASURYANI units in this Detachment can make a Shoot action instead of a Fight action, but they can only make attacks
with Small Arms weapons when doing so.
Drukhari Power From Pain: The Drukhari have fed on the souls of the slain, and so have become imbued with supernatural might
that inures them to pain.
DRUKHARI units in this Detachment have the Ignore Damage (6+) ability
Genestealer Cults Cult Ambush: Genestealer Cults plan meticulously before each strike, and before the enemy can even retaliate, the cultists
return to the shadows to replenish their strength.
LIGHT GENESTEALER CULTS units in this Detachment have the Deep Strike ability. In addition, each time a LIGHT
GENESTEALER CULTS unit in this Detachment makes a Move action, it can return to the shadows instead of making a
move. If it does, remove it from the battlefield — it is placed into Tactical Reserves, up to D3 damage markers Can be
removed from it, and it can be set up on the battlefield again during a subsequent turn. A unit cannot return to the
shadows on the same turn it was set up on the battlefield, or if there are any enemy units in base contact with it, or
whilst there are any blast markers next to it. Units in Tactical Reserves as a result of returning to the shadows count as
being destroyed if they have not arrived by the end of the battle, instead of by the end of the fourth turn.
Harlequins Domino Fields: Harlequins use holo-fields to distort their outlines in a blur of prismatic colour as they flip and leap across
the battlefield.
Subtract I from hit rolls for attacks that target HARLEQUINS units in this Detachment.
Heretic Astartes Let the Galaxy Burn: Drawing upon millennium of bitterness and hate, Chaos Space Marines attack with a single-minded
ferocity that is terrible to behold.
Re-roll wound rolls of 1 for attacks made by HERETIC ASTARTES units in this Detachment.
Imperial Knights Knight Lances: On the battlefield, Knights fight in formations called lances, earthshaking spearheads of towering war
engines led by the highest ranking amongst them.
IMPERIAL KNIGHT units are able to shoot AND fight when given an Advance order, instead of only picking one.
Additionally, non-armiger class knights can re-roll one hit OR wound roll when selected to activate.
Leagues of Votann Eye of the Ancestors: Kin commanders assess the greatest enemy threats, mark weak points in their defences and
determine what forces are needed to overcome both.
Each time a LEAGUES OF VOTANN detachment is activated, you can choose to judge one enemy unit, or two. Until the
end of the turn, attacks made by friendly LEAGUES OF VOTANN units in this detachment gain a bonus against the
target(s):
If one unit is selected, add 1 to the Hit roll and 1 to the Wound roll
If two units are selected, add 1 to the Hit roll.
Legiones Daemonica Daemonic Invulnerability: The denizens of the warp do not have a true physical form, and many of the most
powerful weapons are useless against them.
Each time you resolve damage for a LEGIONES DAEMONICA unit in this Detachment, you can roll a D12 for that
unit’s saving throws instead of one D6.
Necrons Living Metal: When Necrons sustain damage. their metal forms enact complex self repair routines, reattaching
severed limbs and fusing together shattered armour plating.
At the start of each turn, roll one D6 for each damage marker next to each NECRONS unit in this Detachment; for
each roll of 4+ remove one damage marker from the unit being rolled for.
Orks Waaagh!: When Orks attack they do so in Overwhelming numbers, a green tide that sweeps away all before it, guns
blazing and choppas brandished ready for a fight.
All weapons equipped by units with this ability have the [SUSTAINED HITS 1] ability.
Questor Traitoris Fallen Courts: Though they have left their nobility far behind, Renegade Knight houses are still ruled over by despotic
lords who lead them with brutal authority.
QUESTOR TRAITORIS units are able to shoot AND fight when given an Advance order, instead of only picking
one. Additionally, non-war dog class knights can re-roll one hit OR wound roll when selected to activate.
T'au Empire For the Greater Good: T'au warriors provide mutual support to each other on the battlefield, using overlapping fields
of fire to protect their comrades and defeat their foe.
When this Detachment is activated in the Action phase, one unit in the detachment can be declared a Spotter. If it
does, select one enemy unit visible to the Spotter, that becomes the Spotted unit. Each time another unit in the
Spotter’s detachment makes a ranged attack, if the target is the Spotted unit, improve the Ballistic Skill
characteristic of the attack by 1.
Tyranid Hive Fleets Synapse: Some Tyranids serve as synaptic conduits or nodal relays through which a portion of the Hive Mind's iron
will flows, overriding the natural instincts of the swarm.
TYRANID HIVE FLEETS units in this Detachment roll 2D6 and take the lowest when making a Leadership test
within 12" of any SYNAPSE unit.
DETACHMENT EXAMPLES